It’s not in the binary release. You have to either pull one of the versions from here https://github.com/NvPhysX/UnrealEngine and build the source, or compile it into your own source version of the engine source.
It’s no lie. Do a bit of searching or wait for someone to come along and do it for you. Awww, okay… I’ll break down and do it myself:
https://github.com/NvPhysX/UnrealEngine
Generally when peeps can’t find this stuff, they also aren’t prepared to compile it. So be sure and read up. Details on that are around the forums and such, several times over.
Hey there, "how do you keep the end points of the flexible hose fixed? (this video of yours made me ask)
In this case the entire character (including the hose) is a single soft body mesh. The animated skeleton doesn’t need a mesh and just has rigid bodies attached as seen in Attachment 77057. The soft body is bound to the rigid bodies, any parts not attached will bounce e.g hose.
I was mainly trying to see if it could be useful for skinning characters. Normally I’d have to manually create lots of helper bones for forearm twists, shoulders etc and use a complicated rig for animation. I thought that if I used a soft body then I should only need a basic skeleton and the particles should keep their volume while also giving secondary motion. I figured the effect might be similar to clay animation e.g Wallace and Gromit. Unfortunately it doesn’t interact well with other particles like clothing.
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You have to link your Epic account with your Github account, log in to your Epic account on Epics website and there will be an option to link your accounts.
Thanks so much for this tip…it was exactly what I was looking for The UE Community is really an awesome place.
I am having that idea of combining skeletal meshes with a flex actor. For example just the belly of a character. I’d like to do so by having the belly as a seperate mesh attached to the body. The problem is, that the rims, where belly and body join each other, wont attach to the body, even though I enabled ‘attach to rigids’ and placed some boxes where the torso is. They jiggle along with the belly. I looked through the source code to find a a way to exclude vertices from the flex skinning process. My initial thought was, since static mesh actors don’t support skinning (vertex groups) to maybe select the vertices which I want to exclude by their vertex color. But the static mesh class doesn’t have any function to get vertex color, only vertex color data. My C++ knowledge and UE4 source knowledge is quite limited but maybe one of you guys knows where I have to look to make this work.
Is it possible for partial soft body with flex for rigged character ( like using weight paints to define stiffness) or is there an other way around. For example. just the belly portion needs to soft and rest of the body is a rigid